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/*
* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#ifndef MODULE_TURBULENCE_FS_H
#define MODULE_TURBULENCE_FS_H
#include "Apex.h"
#include "Shape.h"
#include "VelocitySourceActor.h"
#include "HeatSourceActor.h"
#include "SubstanceSourceActor.h"
#include "FlameEmitterActor.h"
#include "TestBase.h"
#include "PxFiltering.h"
namespace nvidia
{
namespace apex
{
class TurbulenceFSAsset;
class TurbulenceFSAssetAuthoring;
class TurbulenceRenderCallback;
/**
\brief Class for TurbulenceFS module.
*/
class ModuleTurbulenceFS : public Module
{
public:
/// Set custom timestep parameters for the specified scene (only for one simulation call)
virtual bool setCustomTimestep(const Scene& apexScene, float timestep, int numIterations) = 0;
/// Enable/disable multi-solve feature for the specified scene (disable by default)
virtual bool setMultiSolveEnabled(const Scene& apexScene, bool enabled) = 0;
/// Enable output velocity field to UserRenderSurfaceBuffer
virtual void enableOutputVelocityField() = 0;
/// Enable output density field to UserRenderSurfaceBuffer
virtual void enableOutputDensityField() = 0;
/// Enable output flame field to UserRenderSurfaceBuffer
virtual void enableOutputFlameField() = 0;
/// Set custum filter shader to filter collision shapes interacting with Turbulence grids
virtual void setCustomFilterShader(physx::PxSimulationFilterShader shader, const void* shaderData, uint32_t shaderDataSize) = 0;
///Returns pointer to TestBase. Internal feature, return NULL for distribution builds
virtual const TestBase* getTestBase(Scene* apexScene) const = 0;
/// get grid size power. Grid size of all actors will be multiplied by 2^(grid size power). But final grid size restricted by defined values
virtual int32_t getGridSizePow() const = 0;
/// set grid size power. Grid size of all actors will be multiplied by 2^(grid size power). But final grid size restricted by defined values
virtual void setGridSizePow(int32_t power) = 0;
///Prepare renderables for rendering, should be called each frame before using renderables to update them with the most recent data
virtual void prepareRenderables(const Scene&) = 0;
/**
\brief Set TurbulenceRenderCallback
\see TurbulenceRenderCallback
*/
virtual bool setTurbulenceRenderCallback(const Scene& apexScene, TurbulenceRenderCallback* ) = 0;
/**
\brief Get TurbulenceRenderCallback
\see TurbulenceRenderCallback
*/
virtual TurbulenceRenderCallback* getTurbulenceRenderCallback(const Scene& apexScene) const = 0;
protected:
virtual ~ModuleTurbulenceFS() {}
};
#if !defined(_USRDLL)
/**
\brief If this module is distributed as a static library, the user must call this
function before calling ApexSDK::createModule("Turbulence")
*/
void instantiateModuleTurbulenceFS();
#endif
}
} // end namespace nvidia
#endif // MODULE_TURBULENCE_FS_H
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